From 775ea8567c7813e8533391f010bd407b5bc11e72 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jonatan=20P=C3=A5lsson?= Date: Tue, 10 May 2011 11:33:33 +0200 Subject: [PATCH] Moved JS code back in, and changed the first case study some --- report.lyx | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/report.lyx b/report.lyx index ce10bb9..f51475d 100644 --- a/report.lyx +++ b/report.lyx @@ -6558,9 +6558,10 @@ Typical communication \end_layout \begin_layout Standard -So what happens when a client sends a typical game command? Let us look - at one particular example of a chat client sending the message to change - the nick of a user (we will discuss a example implementation in JavaScript +This case study describes the flow through the GGS when a typical command + is encountered. + Consider a chat client sending the message to change the nick of a user. + The actual code performing the change of a nick in JavaScript is discussed in section \begin_inset CommandInset ref LatexCommand ref @@ -6568,9 +6569,9 @@ reference "sec:Example-of-a-GGS-app" \end_inset -). - Every communication between modules happens asynchronously, nothing is - blocking, which is very important in concurrent systems. +. + All communication between modules is asynchronous, nothing is blocking, + which is very important in concurrent systems. It is probably much easier to follow the steps by following them on \begin_inset CommandInset ref LatexCommand vref @@ -6721,8 +6722,8 @@ Fill this in! \end_layout -\begin_layout Section -Example of a GGS server application in JavaScript +\begin_layout Subsection +A GGS server application in JavaScript \begin_inset CommandInset label LatexCommand label name "sec:Example-of-a-GGS-app"